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Avoid duplicate logging in sceUtility*GetStatus #5968
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Why not just try hleEatCycles() like savedata uses? But, it would be best to match the cycles it really takes. I'm pretty sure this function does not block and reschedule. -[Unknown] |
@unknownbrackets Which value I use ? |
Is there a delay on a real PSP? I found while testing this on real hardware that the OSK takes unexpectedly long to come up on real hardware. Those times are for debug only, right? I have not timed this function but I suspect it's similar to the savedata timing. For debug specifically, we could try avoid duplicate logging. -[Unknown] |
Yes real PSP ~ 1.5 second |
Do this in sceUtilityOskGetStatus only ?
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@@ -55,6 +55,7 @@ const int SCE_ERROR_MODULE_NOT_LOADED = 0x80111103; | |||
const int SCE_ERROR_AV_MODULE_BAD_ID = 0x80110F01; | |||
const u32 PSP_MODULE_NET_HTTP = 261; | |||
const u32 PSP_MODULE_NET_HTTPSTORAGE = 264; | |||
int oldStatus = 100; //random value |
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Probably declare as u32 then we don't need to change those for example &WrapU_U to &WrapI_U
Avoid duplicate logging in sceUtility*GetStatus
Thanks @hrydgard i almost forget this |
Fix Resistance Houfuku noToki draw slowly in OSK in debug log
#4626